• Title/Summary/Keyword: 가상 피팅

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The Effect of Technology Readiness, Fashion Innovativeness, and Participation Level Perception on Acceptance Intention of 3D Virtual Fitting Systems (소비자의 기술 준비성, 패션 혁신성 및 참여수준 지각이 3차원 가상 피팅 시스템 수용의도에 미치는 영향)

  • Yang, Hee-Soon;Park, Chang-Kyu
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.3
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    • pp.269-281
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    • 2012
  • This study investigates the influence of technology readiness, fashion innovativeness, and participation level perception on the acceptance intention of 3D virtual fitting systems. We presented a 3D virtual fitting system with detailed information that was watched by respondents who subsequently completed a research questionnaire. The data were collected from 300 subjects with an age range of 21 to 39 who have experienced Internet shopping. Descriptive statistics, Cronbach's alpha, factor analysis, correlation analysis, and multiple regression analysis were conducted. The results were as follows. First, fashion innovativeness, technology innovativeness, participation level perception, and optimism significantly influenced the acceptance intention. Second, fashion innovativeness, technology innovativeness, participation level perception, and optimism positively influenced the acceptance intention in the male group; however, technology innovativeness, participation level perception, optimism, and insecurity significantly influenced the acceptance intention in the female group. The results indicated that a marketing strategy has to be designed that focuses on consumers with high technology, fashion innovativeness, and optimism to increase the acceptance intention. In addition, markers have to enhance a participation level perception that will contribute to the introduction of 3D virtual fitting systems. Another notable finding was the importance to differentiate marketing strategies according to gender.

Consumer Psychological Evaluation Process in Online Shopping using Virtual Fitting Service -Focusing on the Theory of Interactive Media Effects (TIME)- (가상피팅 서비스를 활용한 온라인 쇼핑에서의 소비자 심리 평가 과정 -인터렉티브 미디어 효과 이론(TIME)을 중심으로-)

  • Yunjeong Kim;Wenyun Xu;Kyung Wha Oh
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.1157-1176
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    • 2023
  • This study aims to verify the psychological evaluation that consumers undergo when accepting virtual fitting services while shopping online. The Theory of Interactive Media Effects (TIME) was applied to determine the impact of the perceived affordance of media on consumer response through immersion. An online survey was conducted targeting female consumers in their 20s and 30s, and 271 responses were collected and used for empirical analysis. The results of the analysis showed that interactivity and immediacy had a positive effect on telepresence. Telepresence, in turn, affected perceived usefulness and enjoyment, which then significantly affected purchase intention. In addition, some paths confirmed the moderating effect of consumer innovativeness. In consumers with high innovativeness, interactivity was found to have a greater influence on telepresence and perceived usefulness had a more significant influence on purchase intention than in consumers with low innovativeness. Conversely, in consumers with low innovativeness, perceived enjoyment was found to have a greater influence on purchase intention than in consumers with high innovativeness. The significance of this study is that it expands research on customer perception of virtual fitting services within online shopping platforms.

Body analysis and customized shopping service app through AR technology (AR 기술을 통한 체형분석 및 맞춤형 쇼핑 서비스 앱)

  • Cho, Hengi;Gong, Hyunho;Park, Chumin;Kim, Seunggyo;Kwon, Heonjung;Ryu, Hoje;Kim, Byungwan;Lee, Byongkwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.253-255
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    • 2021
  • 현재 코로나 사태로 비대면으로 진행이 되어 온라인 쇼핑 시장이 지속적으로 증가하고 있고, 4차 산업혁명으로 새로운 혁신 기술로 가상현실(VR)과 증강현실(AR)이 있으며, 좀 더 빠르게, 좀 더 편리하게 할 수 있어 생산성을 향상시키고 있다. 이에 본 논문은 쇼핑몰에 증강현실(AR)기술을 부합하여 사용자들에게 AR 카메라를 활용한 체형 측정 서비스, AR기술을 통해 자신 아바타에 입혀주는 피팅서비스를 통해 사용자들에게 빠르고 편리하게 맞춤형 쇼핑을 제공한다. 구현은 현재 사용 중인 운영체계 중 Android와 Ios 사용하고 있는 ARKit와 ARCore를 활용을 하여 구현한다.

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A study on Design of Casual wear utilizing 3D Virtual Clothing Technology - focus on Generation Z (3D 가상 의상 기술을 활용한 캐쥬얼웨어 디자인 연구 - Z 세대를 중심으로)

  • Shin, Hae Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.75-81
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    • 2021
  • With the development of advanced information and communication technology, Generation Z, familiar with digital culture, is drawing keen attention as a major consumer of the fashion industry. In this study, casual wear for Generation Z, who is proficient in digital devices and prefers information acquisition and lifestyle over the Internet, was designed using 3D virtual simulation and developed into four looks: Gulish, Sportive, Easy and Contemporary. The use of simulation of 3D virtual clothing in costume design can build digitalization of future fashion industry through convergence with digital fashion design planning and production process in fandemic environment and strengthen online platform distribution. In a business environment that continues to innovate to enhance work efficiency by introducing an Untouch fashion production system, the use of 3D virtual clothing technology can increase the efficiency of sustainable management through 3D sample production, online fitting, modification, and final critic processes to reduce the time and cost of human and physical resources and review.

An Analysis of Young Girls' Somatotype and the Design for Virtual Fitting Model (여자 청소년용 가상모델 개발을 위한 체형구분 및 설계방법 연구)

  • Kang, Yeo Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.6
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    • pp.1109-1123
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    • 2017
  • This study analyzed a somatotype of teenager's that was suitable to improve the reality of a virtual model size. We analyzed 843 teenagers 12-18 years old from the 6th Size Korea data. First, factor analysis was done for abstracting new criteria and dividing the somatotype; subsequently, we selected the waist height proportion to stature (body proportion) and drop (torso shape). Next, the cluster analysis was done with these criteria; subsequently, 5 body proportion types and 7 torso shapes were distinguished. A virtual model size for 4 somatotype with more than 50 persons was also designed by a regression analysis that constituted sizes for each factor. The designed model size was compared with body size as well as with Clo's virtual model size. The research model showed a high similarity in sizes with body as well as improved reality over the Clo model that presented size problems such as low waist height, bigger bust, and smaller thigh circumference than the real body.

A Study on Virtual Fitting Service Using GAN (GAN을 활용한 가상 피팅 서비스 개발 연구)

  • Park, Sang-Hee;Ro, Joo-Young;Song, Sang-Yeon;Shin, Seung-Hwa;Kim, Keecheon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.976-979
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    • 2019
  • 사회가 발전함에 따라 사람들의 의류 소비 패턴 매장 매출보다 모바일 쇼핑몰 매출이 늘고 있다. 스마트 뱅킹, 쇼핑몰 애플리케이션 등 모바일 서비스가 일상생활로 스며들면서 모바일로 의류를 구매하는 것은 쉬워졌다. 하지만, 온라인이라는 특성상 옷을 택배로 받고, 입어야 옷이 어울리는 지 아닌 지를 판단할 수 있다는 고질적인 문제점이 있다. 이러한 문제점은 반품 또는 교환으로 이루어지고 이는 쇼핑몰과 소비자 모두에게 굉장히 낭비되는 비용이다. 본 논문에서는 사람의 사진에 옷을 입힌 사진을 제공함으로써, 사람이 옷을 실제로 입지 않더라도 그 때의 fit 을 제공하고자 한다. 이때, 단순한 합성이 아니라, 딥러닝 중 GAN(Generative Adversarial Network)를 사용해 기존 기술의 문제점을 해결하고자 한다.

A Survey of Fashion Datasets for AI Training (인공지능 학습용 패션 데이터셋 최근 동향 조사)

  • Jin, Hailin;Piao, Zhegao;Gu, Yeong Hyeon;Yoo, Seong Joon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.637-642
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    • 2020
  • 패션산업은 매년 1 조원씩 성장(연평균 2.1%)하며 많은 연구자들의 관심을 받고 있다. 전통적인 패션산업은 점차 디지털화되어 선진적인 컴퓨터 비전 기술을 적용해 소비자들에게 더 좋은 쇼핑 서비스를 제공하고 있다. 본 논문에서는 2014 년부터 2019 년 사이에 구축된 대표적인 패션 데이터셋을 연도별로 정리하고 각 데이터셋에 포함된 주석(annotation)의 특징을 정리했다. 또한 데이터셋이 패션 상품 검출(Fashion detection), 패션 이미지 생성(Fashion image generation), 가상 피팅(Virtual try-on) 그리고 패션 의류 분할(Fashion Clothing segmentation) 등 연구에서의 활용될 수 있는 여부에 대해 분석했다.

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Music-Driven Choreography Generation and Real-time Motion Assessment (음악에 어울리는 춤 자동 생성 및 실시간 춤 모션 판정)

  • So-Hyun Park;Yu-Jin Jeong;Kuen-Young Park;Ji-Woo Kang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.544-545
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    • 2023
  • 최근 화제인 가상 아이돌의 춤 제작에 많은 자원 및 비용이 발생한다. 만일 춤을 자동으로 생성해 3D 모델에 피팅하면 이러한 비용을 줄일 수 있으며, 다양하고 복잡한 춤의 구현도 가능할 것이다. 또한, 댄스 게임을 통해 춤을 배우고 즐기는 사람들이 많지만, 경험할 수 있는 춤이 한정적이며, 모션 인식 정확도가 낮다는 단점이 있다. 따라서 본 논문에서는 트랜스포머 구조의 인공지능 모델을 통해 음악에 어울리는 3D 춤 모션을 자동으로 생성하고, 3D 자세 추정 모델을 사용해 사용자의 모션을 추정한 후, 두 모션의 유사도를 랜드마크 3D 좌표로 계산하여 판정하고자 한다. 이는 1 인 댄스 룸 또는 댄스 게임에 활용되어 발전 가능하다.

Avatar Generation from 3D Motion (3차원 모션을 통한 아바타 생성 기술)

  • So-Hyun Park;U-Chae Jun;Jae-Eun Ko;Ji-Woo Kang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.733-734
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    • 2023
  • 버츄얼 유튜버로서 자신의 동작을 3D 가상 캐릭터로 나타내고, SNS 에서 춤을 공유하는 경우가 많아졌다. 본 논문에서는 2D 영상에서 MediaPipe BlazePose 모델로 추정된 사람 포즈를 3D 인체 모델인 SMPL 에 피팅하여 사용자 정의 3D 모델을 생성하는 방법을 제안한다. 이를 통해 자신의 춤 영상으로 3D 모델을 생성하여 공유하거나, 기존의 춤 동영상으로 3D 모델을 생성하여 댄스 게임에 사용할 수 있다. 이처럼 본 기술은 예술 및 엔터테인먼트 분야에서 다양하게 활용될 수 있다.

A Study of 3D Virtual Fitting Model of Men's Lower Bodies in Forties by Morphing Technique. (모핑 기법을 활용한 40대 남성 하반신 가상모델 생성에 관한 연구)

  • Park, Sun-Mi;Nam, Yun-Ja;Choi, Kueng-Mi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.3 s.162
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    • pp.463-474
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    • 2007
  • With rapid expansion in e-retailing of apparel business, personalized fitting model service shows the possibility as the differentiated marketing strategy in cyber shopping. According as necessity of personalized fitting model construction rises, it is tried personalized fitting model creation in several fields such as computer engineering, mechanical engineering, information engineering. But, because existent study was concentrated only on human body modeling, it does not reflect average morphological characteristics of human body properly. In this study, we wish to examine if morphing is fit for expressing characteristic of average human body shape and suggest desirable morphing. We used 3-D scan data of 254 Korean middle aged men collected by Size Korea 2004. The result of this study are as follows: Lower body types were categorized by height hip girth and lower drop(hip girth-navel girth) which were main factors of lower body shape. Then each factor was divided into 3 groups respectively, 30% in the middle, over 30%, under 30%. In 27 groups, the group which belonged to 30% in the middle of height, 30% in the middle of hip girth, 30% in the middle of lower drop was selected as a representative group. We tested geometrical figure by differ volume, tilt, position of point. And we created a representative type of men's lower bodies by morphing the representative group and analyzed it's horizontal, vertical sections. A representative type which was created by morphing reflected a real body and changed realistically at the part of hip, crotch, calf muscle and so on. A cross sections of a representative type were similar to average cross sections of the representative group in size and shape. So it was proved that morphing was successful.